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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »[WIP] forerunner architecture / a base i made

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Author Topic: [WIP] forerunner architecture / a base i made (36 messages, Page 1 of 2)
Moderators: Dennis

Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 5, 2007 12:13 AM    Msg. 1 of 36       
just want constructive criticism PLEASE
This is the first structure I've spent any amount of time on (a few hours all up).
pics:

front:



back:

closeup:


I am planning to use this structure in a remake of the classic Unreal Tournament map, 'Facing Worlds'. I think it would be a mad halo map.
ALSO: Assuming this isn't crap, how on earth am i going to skin it?


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 5, 2007 02:43 AM    Msg. 2 of 36       
Quote: --- Original message by: DA Pimp Pope
it doesnt look forerunnerish to me but it does look cool

Not forerunnerish...awell. but THANKYOU anyway.

Quote: --- Original message by: Snip3r
Looks good, Just the back Lacks detail.

any suggestions for back detail?



also, texturing...???
I mean, are there any GOOD tutorials on texturing structures?
quite apart from selecting polygons and applying material groups, i wouldnt mind some help with, like, making it all look nice somehow...? (eg the buildings in immure)


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Nov 5, 2007 03:54 PM    Msg. 3 of 36       
I agree with Da Pimp. Although its nice, its not forerunner.


Guilty Spark
Joined: Nov 2, 2007

I'm a kitty. Mrow =^.^=


Posted: Nov 5, 2007 03:59 PM    Msg. 4 of 36       
i like it. give it da same texture as the blue base in bloodgulch:D


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Nov 5, 2007 04:50 PM    Msg. 5 of 36       
ot looks like it could be a forerunner structure but its WAY to blocky, not wide enough, and some other small details. keep working on it and studying forerunner architecture.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 5, 2007 05:41 PM    Msg. 6 of 36       
It looks like a futureistic castle.


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Nov 5, 2007 06:19 PM    Msg. 7 of 36       
Quote: --- Original message by: Hickle Stine
just want constructive criticism PLEASE
This is the first structure I've spent any amount of time on (a few hours all up).
pics:

front:



back:

closeup:

it doesnt seem to follow the forerunner detail throughout the base but it is looking good try to put that forerunner pattern on it and it will be awesome

I am planning to use this structure in a remake of the classic Unreal Tournament map, 'Facing Worlds'. I think it would be a mad halo map.
ALSO: Assuming this isn't crap, how on earth am i going to skin it?


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Nov 5, 2007 07:23 PM    Msg. 8 of 36       
That does not look forerunnerish. Just use Bungie for a good example.
Edited by il Duce Primo on Nov 5, 2007 at 07:23 PM


FRain
Joined: Sep 17, 2007


Posted: Nov 5, 2007 08:38 PM    Msg. 9 of 36       
It's good and got potential, but most certainly not forerunner.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Nov 5, 2007 08:44 PM    Msg. 10 of 36       
that looks like headlong 100 years in teh future


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 6, 2007 12:32 AM    Msg. 11 of 36       
lol its also my first (detailed) model of any kind, thankyou mass. Any tips would be helpful though, as all i know about modeling is what tutorials from this site have taught me.
(1. tessellate. 2. extrude/bevel)

Yeah, now that I actually look at some of the stuff thats going on in forerunner structures i realize this definitely isn't one, but i suppose it fits facing worlds, eh?

speaking of facing worlds, this is what i got so far:



please note:
1. Its not in space (as per the original), Its just very high (like immure).
2. Its a REMAKE. Same concepts, but different; for halo game play.
3. the holes in the middle of the bridge are going to have glass in them.

also, THANKS for the comments.

UPDATE more detailed bases and more detail on the bridge (hard to see in pic though...)

also dif shape a bit...tips/comments btw?
Edited by Hickle Stine on Nov 6, 2007 at 05:45 AM


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 6, 2007 12:20 PM    Msg. 12 of 36       
Whats that thing on the right near the farther base.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Nov 6, 2007 03:04 PM    Msg. 13 of 36       
it looks like a scorpion reference model to me. i could be wrong though.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 6, 2007 03:38 PM    Msg. 14 of 36       
they are reference models

Quote: --- Original message by: DDT_Ghost
Nice, add rocks and trees alot

and are we going to fall down on the sides?
or will ther be added sumthing?

{DDT}Ghost
Edited by DDT_Ghost on Nov 6, 2007 at 11:23 AM

You will fall down the sides :)

anyways:

more help with the bridge...how to make it look betteerr..?


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 6, 2007 03:46 PM    Msg. 15 of 36       
Put some kind of cover on the bridge otherwise it becomes useless. If you add alot of cover on the bridge, make the glass walk overable, but it will break when shot.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 7, 2007 12:51 AM    Msg. 16 of 36       
Quote: --- Original message by: selentic
You lied to me, this is not facing worlds, nor does it look anything like it.

its the same general shape (like a figure 8)...this is what it will look like if its exactly like the original:

only problem with this is is wont suit the gameplay in halo! which is why i changed the design and made it bigger.
comment.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 7, 2007 02:38 AM    Msg. 17 of 36       
umm yeah well the thing about Ued is it isnt really designed for complex stuff like this. I modeled the base in 3ds max. Ued may hav features that allow for complex modeling, but i have never used them so i dont know.

Btw, there is a hill there, its just hard to see from the render.

As for the new design, i think Selentic was right, if its going to be a facing worlds map, then its going to be a facing worlds map. So ill use the bridge for something else.
Edited by Hickle Stine on Nov 7, 2007 at 02:46 AM


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 7, 2007 03:56 AM    Msg. 18 of 36       
eh. i think im just gonna leave it...


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 8, 2007 02:36 AM    Msg. 19 of 36       
weeell the thing is, this map is spose'd to be facing worlds, from UT. ok ill put the bridge back in, but like, itll be different. because facing worlds looks different. to how it did with the bridge. facing worlds is, in essence, the last pic i posted.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 8, 2007 02:43 AM    Msg. 20 of 36       
ohk! but its gona look completely different. will post a pic or something tomoz night


hailstorm65
Joined: May 25, 2007

Gamertag- Soviet Vodka


Posted: Nov 8, 2007 05:52 AM    Msg. 21 of 36       
I find it looks like what you may call a "Covenant Imperial Palace"


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 8, 2007 03:33 PM    Msg. 22 of 36       
whats that sposed to mean?


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 8, 2007 03:53 PM    Msg. 23 of 36       
Quote: --- Original message by: Hickle Stine
whats that sposed to mean?

It means that Covenant architecture isn't box like.


hailstorm65
Joined: May 25, 2007

Gamertag- Soviet Vodka


Posted: Nov 8, 2007 04:47 PM    Msg. 24 of 36       
Quote: --- Original message by: selentic
Covenant structures are not boxes.



Well it looks like that to me then


bobbysoon
Joined: Feb 1, 2007


Posted: Nov 9, 2007 06:56 AM    Msg. 25 of 36       
more attention to terrain


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 10, 2007 12:18 AM    Msg. 26 of 36       
working on it...it may have some custom weapons as well, to better suit the Unreal style. eg, a shock rifle, plasma rifle (unreal style) and maybe flak cannon. Itll also have halo weapons: assault rifle, sniper, a pistol (h2) and the redeemer may just be the (halo) rocket launcher. grenades may be disabled (as the unreal weapons will have secondary fire.)

note: any custom weapons will be BASED on unreal weapons, not identical. eg, the plasma rifle is currently brown and has no revolving chambers, but it will fire like the unreal one. kk?

UPDATE:


i know, i know, you think its too small, the bridge doesn't look as good etc, but i decided this will make for the most unreal gameplay.
also iv modeled a custom weapon for this map, i think it will serve the function of being a plasma rifle, primary fire's shade plasma stuff, and secondary a beam. only like second weapon iv ever made so go easy on it:

Edited by Hickle Stine on Nov 10, 2007 at 05:36 AM


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 10, 2007 09:30 PM    Msg. 27 of 36       
soz about the resolution...


iv started texturing the base, but currently am just using the tutorial textures...i mean, theyre good, but seriously where can i get some better textures for buildings/a tutorial telling me how to make em?
Edited by Hickle Stine on Nov 10, 2007 at 09:32 PM


Nugga117
Joined: Nov 14, 2005


Posted: Nov 10, 2007 09:48 PM    Msg. 28 of 36       
wow that cubemap makes it look real nice.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 10, 2007 10:58 PM    Msg. 29 of 36       
then it would just be a copy of immure. well...not a copy, but similar, also, the wasp is an unscaled, overly powerful vehicle. and this will be a non-vehicluar map. UT style.


bobbysoon
Joined: Feb 1, 2007


Posted: Nov 10, 2007 11:54 PM    Msg. 30 of 36       
How about a little tesselate and z-noise on the terrain?


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 12, 2007 03:11 AM    Msg. 31 of 36       
there will be NO vehicles. None.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Nov 12, 2007 09:52 AM    Msg. 32 of 36       
Quote: --- Original message by: teh grunt
how u ppl model this stuff ?


With something called practice.


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 13, 2007 01:05 AM    Msg. 33 of 36       
Quote: --- Original message by: SiMuLaCrUm
Quote: --- Original message by: teh grunt
how u ppl model this stuff ?


With something called practice.


True, i suppose. But first you need the idea. Sketch what you want to model (roughly, in my case), then, once you know what your weapon/map is going to look like, you model it. the rest is just knowing how to use 3ds max.

btw this map will be a while... I've almost finished one custom weapon, still need to texture the bases, and I'm gonna do another custom weapon.
Edited by Hickle Stine on Nov 13, 2007 at 01:06 AM


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Nov 14, 2007 03:46 AM    Msg. 34 of 36       
Well I'm Not Critisizing But That Building Looks Huge! How Do You Get Off The Top Bit Without Dying?


Hickle Stine
Joined: Oct 8, 2007


Posted: Nov 14, 2007 03:02 PM    Msg. 35 of 36       
teleporters. they are like elevators, there are two teleporters per level which have arrows next to them indicating which level they wil go to.

 
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